After appearance, video games were not accepted by broader population. Long period of time had passed before they became a part of the culture. When innovators and visionaries realized that video games could become profitable business, they started intensive develop-ment by the help of big financial support. But, conjuncture and low quality of games caused video game industry crash. Game market recovered steadily with new competitors who crea-ted their own standards and rules. On the other hand, players started to use, more and more, games created for computers, in replacement to console games, because computers reached better graphical and visual performances. From industry crash in 1983 many companies lear-ned a lot about marketing and market plans. To this day they always succeeded to find solu-tions that contributed to market stabilization. No company could afford mistakes that could lead them to bankruptcy and slump. Before entering the market, many companies started to consult marketing experts and explore carefully the market. Over the years many competitors appeared on the market with the goal to attract target player population with original and innovative products. It became evident that for success it was not enough to have a good console, but also a high quality of video games. They were forced to develop hit games in order to keep growth of their companies. Innovative game development software enabled to development teams to reach more creative freedom in creating of new games. At the same time, players were motivated to „come back“ to consoles, but new ones with more sophisti-cated software. In addition, as a consequence of high competition on the market, developers started offering to players harder and more complex challenges by creating video games that are out of ethic boundaries, because they include a lot of violence. Some players experienced troubles in daily life when trying to imitate the violence they saw in the games. Also, many players were faced with the problem of addiction as they posted video games on the first prio-rity place in their lives.